INTRODUCTION: The following rules and regulations are intended to provide for competitive and safe games. (It would be unrealistic to attempt to include all of the rules of football here). This document defines the ways in which Torah & Turf men’s flag contact rules differ from standard football, and emphasizes the rules that are different from, or were in question during, previous years.

REGISTRATION: Each team’s captain is responsible for registering and updating their team roster and information, in accordance with the rules and league guidelines.

EQUIPMENT: Soft padding is permitted. Metal cleats are not permitted. T&T officials may, at their discretion, forbid the use of any equipment. Anyone entering the field during or between plays must wear their team shirts or a shirt of the same color, unless permission is granted by the referees.

FIELD OF PLAY: The field is 80 yards long, plus 10 yards for each end zone, and 25 yards wide, or as close to these measurements as practicable. The field will be marked with cones. There are three first down markers at the 20, 40, and opposite 20 yard line.

GAME TIME: All games consist of two 22-minute halves, with a five minute halftime break.

PRIOR TO THE GAME: Before the game, each team must identify its captain to the referees. The team winning the coin toss will have the opportunity to decide to receive the ball, defend the opposite team, or defer their decision until the 2nd half. The game begins with the receiving team setting up to begin at the 20 yard line. The teams switch directions for the second half, which begins with the team that defended to start the game possessing the ball. They begin their drive at the 20 yard line driving in the opposite direction they drove in the prior half.

GAME CLOCK: The clock runs continuously, except during timeouts, after a TD is scored, and at the 2 minute warning. The clock does not run during the extra point, and is restarted when the opposing team begins their next drive. If a team leads their opponent by more than 25 points during the final 2 minutes of the 2nd half, the game clock will run continuously until the end of the game, except for time outs.

Within the last 2 minutes of the each half the clock is stopped for the following:

a) when a play ends out of bounds,

b) an incomplete pass

c) at the end of a play that includes a change of possession,

d) on penalties. However, when a team trailing commits a penalty in a situation in which the game clock would otherwise not have stopped, the clock will be stopped to assess the foul, but will restart (with a 30-second play clock) when the ball is set.

e) on time outs

f) on first downs until the ball is set at the line of scrimmage by a referee

TIME OUTS: Each team receives 2 timeouts in the 1st half of the regular season, and 3 time-outs in the 2nd half. During the playoffs, each team will receive 3 time-outs per 22 minute half.

A timeout may be called by any team member. Note: The referees will endeavor to accept and charge a timeout call when it is clearly signaled or stated by an identifiable team member. In a situation where a player requests a time out when the clock is already stopped, the referee will endeavor to inform him, and clarify whether the player nonetheless wants a time out. All this notwithstanding, ultimately it is the responsibility of the team to ensure that their timeouts are clearly indicated by their players to one of the referees.

Each time out lasts 45 seconds. The play clock is then started, and the game clock is restarted at the beginning of the following play. After an unscheduled official time-out, the game clock and play clock will resume upon the referee’s signal, not on the subsequent snap; if less than 10 seconds remain on the play clock, it will be reset to 10 seconds. If the game clock or play clock is stopped to enable an injured player to receive treatment or recover, that player must sit out at least one play unless there is a team timeout or unless losing that player would result in a team playing a player short. A referee will announce the two-minute warning.

PLAY CLOCK: Upon the conclusion of every play, the referees will position the line of scrimmage as necessary, and the line referee will signal the down. A 30-second play clock will then immediately begin, signaled by the referee’s whistle. The offense is responsible for retrieving the ball in time for the next play. If play does not begin within the 30 seconds allowed, a Delay of Game penalty will be called. The line referee will count down the time remaining on the play clock, announcing the following seconds remaining: 10, 5, 3, 2, 1. In the last 2 minutes of the game, if the trailing team gets called for Delay of Game they will forfeit a down if they are out of time-outs. If the Delay of Game occurs on 4th down it will be a turnover of possession.

BALL USAGE: Any ball introduced into the game must be of adult size and approved by the referee. Any ball used in play becomes a game ball and may be used by either team, subject to the referee’s discretion. The offense is responsible for any game ball they plan to use at all times. The referees will not be responsible for keeping track of either team’s game ball. Upon changes of possession, the play clock and game clock will continue to run as normal regardless of the presence of the appropriate game ball.

ENTERING AND EXITING THE FIELD: Teams must be stationed on the side of the field designated by the referee. All players must enter and exit from that side of the field. A team may not field more than seven players for any play. There is free substitution between plays. A substitution used, in the referee’s judgment, to deceive the other team as to who is on the playing field for the ensuing play, is Illegal Procedure.

OFFENSIVE SCRIMMAGE: The offense must have a minimum of 6 players on the field and a maximum of 7. There must be at least 4 players lined up on the line of scrimmage at the snap of the ball. All Offensive players must come to a set position before the snap, with the exception of one player that may be in motion. The player who is in motion at the time of the snap may only be moving laterally. If the player is moving forward towards the line of scrimmage, a false start penalty will be called. All players are eligible receivers.

PUNTS: All teams have the option to punt the football to the opposing team on 4th down. The following punting rules apply:

The punting team must inform the referees and the opposing team of their 4th down decision to either punt or go for it. No fake punts are allowed, if a fake punt takes place, an illegal procedure penalty will be called immediately and the play will be restarted.

All members of the punting team must be set prior to the snap, and may not move until after the punt is kicked. Any movement during this process will be considered a False Start.

From the time he catches the snap, the punter has 5 seconds to get his kick off. If the 5 seconds are exceeded, an illegal procedure penalty will apply.

OVERTIME:

If regulation ends in a tied score, at least one overtime period will be played. During the regular season, a game will end in a tie if the score remains tied after one overtime period. In the playoffs, the overtimes will continue until the tie is broken. The winner of an overtime coin-toss will have the choice to either make the first attempt, or allow the opposing team to make the first attempt while they choose which side of the field will be used for all attempts.

During each OT attempt, the offensive team has 4 downs with which to score a Touchdown. After they have either failed or succeeded in scoring, the opposing team gets an opportunity to score. The first team to lead, when both teams have had an equal number of attempts, is the winner. Note: During the regular season, both teams will only have one opportunity to score.

During overtime, teams will begin their possession from the opponent’s 20 yard line, and penalties will be assessed on such attempts as during regulation time with the following exception: defensive penalties which would normally result in an automatic first down will result in a repeat of down from the new spot after the penalty yards have been marked off. On all overtime plays, a turnover or safety will immediately end the drive, with no points recorded.

After a score, teams will have the option to go for a one or two PAT. The play clock will function as usual during overtime. There will be no game clock. Neither team will have any time outs, however a 30-second official time out will be called at the end of every possession.

SNAPS: To begin each play, the ball must be snapped between the center’s legs or to the center’s side. The ball must be snapped from below the center’s waist. Apart from his hand(s), the center’s body must be entirely behind the ball. The ball is considered snapped when the center, in a set position, sends the ball backward from the line of scrimmage. No player on either team may simulate the snap. A center whocomes to a set position and then lifts the ball and replaces it on the ground has committed a False Start (see below). The defense may not touch the ball before it leaves the center’s hands.

DEFENSIVE RUSH: The defense will start every play two yards from the offensive line of scrimmage. Defensive players may immediately cross the line of scrimmage and pass rush upon the snap of the football. Defensive players must make an attempt to run around the offensive line. Running through a player is a bull-rush and an illegal contact penalty will be assessed

OFFSIDES/FALSE STARTS:

It is a False Start when an offensive player :

is beyond the line of scrimmage when the ball is snapped. Note: While referees try, where feasible, to warn players that they are set up offsides before the snap, offsides is solely the responsibility of the player.

moves forward at the time of the snap, regardless of whether he has passed the line of scrimmage.

comes to a set position and then lifts the ball and replaces it on the ground.

Simulates the snap.

NOTE: ONE offensive player may be moving laterally at the time of the snap behind the line of scrimmage. The other 6 players must be set with 4 on the line of scrimmage.

When a False Start by the offense is called, no play will be allowed to occur. If a defensive player is offsides when the ball is snapped, a penalty flag will be thrown, but play will proceed. A defensive player may rectify a potential offsides situation by returning onsides before the snap. If the defensive player crosses the line of scrimmage and initiates contact with an offensive player before the snap, or draws an offensive player offsides, the offsides may not be rectified, and no play will be allowed to occur.

BLOCKING/PASS RUSHING: Blocking along the offensive line is only permitted under circumstances when the offensive player moves his body into the path of the defensive pass rusher. Using or extending the arms to block is not permitted under any circumstance, nor is any extension of the elbows or any other motion intentionally done to make contact and impede the defensive player’s pass rush.

Similarly, while pass rushing is allowed on every play, defensive pass rushers may not go out of their way to initiate contact with the offensive linemen. Any bull rush or intentional contact that is made with the hands, arms, or any other part of the body will be penalized with an illegal contact penalty on the defense.

DOWNFIELD BLOCKING: No contact may be initiated by an offensive player beyond the line of scrimmage.On any play downfield, players may help create running lanes for the ball carrier by beating the opposing players to particular spots. However, no contact may be deliberately initiated.

FLAGS: Flag sets are provided by T&T. Shirts must be tucked into shorts/pants. and may not hang in the way of the flag belt. Flags must be worn on the side of the body, with their plastic holders slanted down and away from the body. If a player is involved in carrying the ball, and at the time that the defense attempts to pull his flags, his shirt is untucked, a flag guarding penalty (see below) will be called from the spot that the first attempt to pull the flags took place.

FLAG GUARDING: The ball-carrier may not block an opponent’s hands or engage in any physical contact in order to prevent an opponent from pulling a flag with any part of his body or the ball itself.

These actions result in the play immediately being blown dead. In addition, an appropriate flag guarding penalty will be assessed.

If the flag guarding action is deemed intentional, a 10-yard penalty will be assessed. If the flag guarding action is unintentional, a 5-yard penalty will be assessed.

Penalties will be assessed from the spot of the foul, and as a result any advancement of the football (and appropriate change of down) will stand regardless of the penalty yardage.

CONTACT BY THE BALL-CARRIER: Any contact which the ball carrier makes with a defender must be entirely incidental to advancing the ball.

This form of contact will result in the play immediately being blown dead. In addition, an appropriate unsportsmanlike conduct penalty may be assessed when applicable.

If thecontact made by the ball carrier is intentional (i.e. bull rushing into the defender while running with the ball), a 10-yard Unsportsmanlike Conduct penalty will be assessed from the spot of the foul. Any resulting advancement of the football (and appropriate change of down) will stand regardless of the penalty yardage.

PASSING: The offensive team may throw one forward pass per play. Once the ball-carrier’s body has advanced completely beyond the line of scrimmage no forward pass is legal. Note: Like most fouls, an illegal forward pass does not automatically or immediately end the play. An illegal forward pass will be assessed. It is a 5-yard penalty and a loss of down.

INELIGIBLE RECEIVERS: The Quarterback may not be the first to touch an airborne pass (i.e. he may not throw the ball to himself), if that happens the play is dead, a 5-yard illegal procedure penalty is assessed, and there is a loss of down. The Quarterback may touch, and take possession, of the ball only after it has been touched by any other player. An airborne receiver who catches the ball will be judged to have received the ball in bounds if both the last part of the receiver’s body to become airborne was in bounds, and the first part of the receiver’s body to land was in bounds.

INTENTIONAL GROUNDING: Intentional Grounding will be called if, in order to avoid a sack, the Quarterback throws the ball away to an area where there is no offensive eligible receiver from his team. The Quarterback is allowed to throw the ball away while under duress if he has moved outside of the pocket. However, if the Quarterback attempts to throw the ball away in this situation, Intentional Grounding will be called if the pass does not travel back to at least the line of scrimmage.

Quick spikes are legal provided they are intended, in the referee’s judgment, to stop the clock, and they do not also serve to avoid a likely sack.

SPOTTING THE BALL: The referee will judge where the ball was when the play became dead, and the ball will be marked at that spot. If the ball is fully beyond the plane of the out-of-bounds boundaries when the play becomes dead, the spot will be the point at which the ball last crossed the plane. However, if the ball carrier is in bounds in the endzone and the ball is beyond the plane of the end zone, the ball will be marked as having advanced into the endzone for a touchdown.

A goal line play will be determined a touchdown if any part of the ball is judged to have crossed the goal line before the play is ruled dead.

FALLEN BALL-CARRIER: If a ball-carrier is on the ground, the play is ruled dead when the player is touched with even one hand by an opponent, or when the referee calls the play dead to prevent injury. If the play is not blown dead, the fallen ball carrier may get back up and resume play.Once the fallen player establishes balance on both of his feet, the defense must again pull the offensive player’s flags in order to stop the play.

PULLED FLAG:If a player’s flag is pulled off while he has possession of the ball, the play is dead. The defender must remain at the spot where the flag was pulled and return the flag.

MISSING FLAG: If any player with possession of the ball does not have two flags, due to any reason besides the flag being pulled off while he has possession of the ball, the play will be called dead once an opponent touches the player with the ball with one hand. Note: this is regardless of whether the player lost the flag before the play, during the play before taking possession, or while already in possession.

ROUGHING THE BALL-CARRIER A defensive player may attempt to pull the ball-carrier’s flag(s) or to block a pass or lateral. Any contact that is made with the ball carrier intentionally or due to disregard of the ball carrier’s or passer’s body is a 5 yard penalty for Illegal Contact.

ROUGHING THE PASSER:Any contact made by the defense with the Quarterback, is a 10-yard Illegal Contact penalty. This penalty takes effect regardless of whether the contact took place during the Quarterback’s throwing motion or after the throw has been made.

DIVING: Intentionally leaving one’s feet and extending one’s body forward with intent to gain extra yardage is Diving. If a dive does not result in a collision with a defender, there is no penalty, but the play is dead and the ball is spotted at the point the dive was initiated. If a dive results in a collision with a defender it will also be considered a Flag Guarding penalty, and at the discretion of the referee may also be considered a Personal Foul.

FUMBLES: A fumble is a dead ball when it hits the ground. The ball is spotted at the point it was ruled dead with no change of possession. Exceptions/clarifications:

On a punt when the receiving team does not catch the kick, the ball can still be fielded off the bounce as long as no members of the receiving team have touched the ball. However, if the receiving team touches the ball in an attempt to catch the punt, and the ball is muffed, the play is immediately ruled dead.

On a snap, when the snap is not caught, the ball will be ruled dead once it hits the ground. The ball will then be spotted where it hit the ground for the next down. Note: A snap which has not yet touched the ground, (whether or not touched by the offensive team), may be intercepted in the air by the defensive team.

Any lateral pass which has not yet touched the ground may be intercepted by the opposing team.

SCORING:

A TOUCHDOWNis worth 6 points.

A Touchdown is followed by a POINT AFTER TOUCHDOWN (PAT) attempt even if there is no time left on the clock. The scoring team chooses to attempt the PAT from either the 5- or 10- yard line, for 1 or 2 points respectively. Penalties are assessed on PAT attempts as on other downs, with a repeat of down from the new spot.

If the defense gains control of the ball on a PAT attempt and run it back to their endzone, they are awarded the same number of points the offense was attempting. Likewise, if the attempting team turns over the ball, and on the return commits a foul which is not offset, the returning team is awarded the points. In cases of offsetting penalties, the PAT is replayed from the previous spot, unless the defensive penalty occurred only after the turnover, in which case the PAT is no good.

After the PAT attempt, the team which surrendered the Touchdown begins its next drive on the 20-yard line.

A SAFETYis worth 2 points. After a Safety, the team which scored the safety begins the next drive at midfield on the 40-yard line.

PENALTIES:

Penalties are assessed during or after the play involving the penalty, before the next snap, and not at any point thereafter. However, should a penalty with intent to deceive the referee (i.e. cheating) come to the referee’s attention beyond this point, Unsportsmanlike Conduct Personal Foul penalties may still be assessed (see below).

After a foul, penalty yards will be assessed as follows: If a foul (which is not declined) is committed before possession of the ball beyond the line of scrimmage – it is assessed from the line of scrimmage, and the down is repeated, unless otherwise noted.

If all fouls (which are not declined) are committed after possession of the ball beyond the line of scrimmage (or after a turnover) – it is assessed from the spot of the first foul, and the down counts, unless otherwise noted. Each penalty is assessed no more than half the distance to the goal line.

Penalty yardage beyond the line of scrimmage is assessed after the play, therefore, it is possible to pick up a first down prior to penalty yardage being assessed. In these cases, the first down will stand, even if the penalty yardage will move the spot behind the first down line.

OFFSETTING PENALTIES:

If fouls (which are not declined) are committed by both teams, the penalty yardage offsets and the down is replayed from the original line of scrimmage. Exception: Personal Fouls (See below).

The following is a list of fouls and their assessed penalties:

OFFENSIVE PENALTIES

Offsides/False Start: No play, 5 yards – replay down

Illegal Contact: 5 yards – replay down

Pass Interference: 5 yards – replay down

Delay of Game: 5 yards – replay down

Too Many Players on the Field: 5 yards – replay down. (Penalty will be enforced once players are set at the line and play will be whistled dead.

Intentional Grounding: 5 yards from spot of foul and loss of down. If the intentional grounding is committed from inside the end zone: Safety.

Flag Guarding: Play is dead immediately, 5 or 10 yard penalty from the spot of the foul (See above).

Diving: Play is dead immediately, no automatic penalty assessed. If contact is made during the dive, a Flag Guarding penalty will be called. Possible application of a personal foul at the discretion of the referee.

Forward lateral: 5 yards from the spot of the lateral, loss of down. If inside the endzone: Safety. Note that an illegal forward pass does not immediately end the play.

DEFENSIVE PENALTIES

Offsides: 5 yards.

Illegal Contact: 5 yards

Intentionally Pushing Ball Carrier Out of Bounds: 5 yards from point of foul

Illegally Pulling Flag: 5 yards from where the play was ruled dead due to the missing flag. Intentionally pulling a flag of a player who is not the ball-carrier is an unsportsmanlike conduct personal foul and a 10 yard penalty will be assessed with an automatic 1st down.

Pass Interference: The ball is placed at the spot of the foul. If the spot exceeds 15 yards, the penalty is 15 yards. The offense also gets an automatic 1st down.

Too Many Players on the Field: 5 yards.

Roughing the ball-carrier or passer: 5 or 10 yard penalty as described in rules above.

PUNTING PENALTIES

False Start: 5 yard penalty

Illegal Procedure: 5 yard penalty

PERSONAL FOULS: 10 yard penalty, automatic first down if against the defense. A player committing 2 personal fouls in one game may be ejected from the game at the discretion of the referee. Any player ejected from a game is automatically suspended for the team’s next game, subject to appeal.

Unsportsmanlike Conduct is a Personal Foul. If a violation with intent to deceive the referee (i.e. cheating) come to the referee’s attention beyond the snap subsequent to the violation, Personal Foul penalties for Unsportsmanlike Conduct may be assessed immediately. Personal Fouls are assessed on the ensuing drive if committed at any point after a play resulting in a score, up to the ensuing drive.

On a play with a Personal Foul, penalty yardage is assessed only for the Personal Foul. Personal Fouls offset with all other Personal Fouls on the play, and eliminate any penalty yardage which would otherwise be assessed for other fouls.

BEHAVIOR AND DISCIPLINE:

The T&T will enforce rules to ensure appropriate behavior. Unsportsmanlike Conduct will subject the offender to possible expulsion from the game, and will subject the offending player and/or his team to disciplinary action, including but not limited to fine, suspension, expulsion, and forfeit of past or future games, as deemed appropriate by T&T officials.

The following minimum disciplinary penalties will be automatically enforced: Abusive or offensive language or behavior toward players, fans or officials: Personal Foul. Dangerous or threatening conduct, including fighting: ejection from the game upon first offense, and suspension from the team’s next game. Entering the field during a fight, or against the instructions of a referee or league official, whether before, during, or after the game: ejection from the game upon first offense, and suspension from the team’s next game. Illegal procedure with intent to deceive: ejection from the game upon first offense, and suspension from the team’s next game. If, in the judgment of the referee, any illegal procedure was attempted or committed, with intent to deceive the referee (i.e. the team is attempting to cheat), an Unsportsmanlike Conduct penalty will be assessed against any and every individual player judged to have thus attempted to deceive the referee, by omission or commission. This penalty will be enforced when it comes to the attention of the referee (i.e. regardless of when it transpired).

Suspensions are subject to appeal, submitted in writing to the league coordinator via the team captain. Appeals are considered at the discretion of the league, and an appeal does not automatically result in delay in enforcement. The above penalties will apply regardless of the point in the season when they must be enforced, and regardless of the team’s opponent in their upcoming game, and they do not preclude or affect any legal actions.

STANDINGS:

In the standings, team will be ranked based on their win/ loss record. For teams tied in the standings, seedings are determined as follows: 1. Head to head record. 2. Point differential in head to head games. 3. Point differential in all games combined

The teams who finish 4th and 5th in the standings will have a play-in game. The winner will play the 1 seed..

DECISIONS, APPEALS AND PROTESTS:

The Line Referee is the final arbiter of all decisions, with the exception of disciplinary matters, and makes all officially binding announcements. Any appeal to the referee regarding matters besides logistical, scorekeeping and administrative decisions must be made before the next snap after the play being appealed, or immediately upon such time as the appellant knew or should reasonably have known of the subject of the appeal. Only the team captain may make such an appeal. As noted above, penalties are assessed during or after the play involving the penalty, before the next snap, and may not be assessed at any point thereafter, with the exception of Unsportsmanlike Conduct. Logistical, scorekeeping and administrative decisions (e.g. game time remaining, score) may be appealed, so long as the subject of appeal would not reasonably have affected any of the ensuing action or decision. (E.g. a 10-second timekeeping error would not reasonably affect the ensuing action while 20 minutes still remain in the game.) For the purposes of this rule, an appeal of the announced down may be made until the next snap; an appeal of the announced score may be made, before the game’s one-minute warning, until the snap of the PAT attempt following the next TD; an appeal of the announced score may be made, at or beyond the game’s one-minute warning, until the next snap. Any deliberation of the decision prior to resuming play, and any stop of the game clock or play clock, is undertaken solely at the discretion of the referee, and appeals do not preclude the possibility of incurring relevant penalties, including Delay of Game.